The Legend of Zelda: Breath of the Wild ""REVIEW""

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The Legend of Zelda: Breath of the Wild ""REVIEW""
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Here, there is a rare entry by the reviewer. I am the Legend of Zelda: I have not finished breathing in the wild. I have not yet revealed the ripple of that vast map. There are still a lot of things to do and my game is still filled with rumors, mysteries, surprises. This is because my life is no longer compatible with making a huge open world game a monster in a week, even if it is work. However, it is also due to wild breathing for certain games.

It is fun to tell this to you that this is not a game anyone can know. You can map it - indeed, it spends weeks or months to enumerate all components and secrets. However, the magic of this game is a combination of a completely open, innovative size with clearly freely but carefully coordinated systems and surprisingly reliable levels of detail and skills. When such a game world encounters players, alchemy will happen. My complete meandering half run is as meaningful as a complete ally game. A player who completely ignored the story line to unleash the darkest corner of the map, or the mystery of Hyrule's most enigmatic shrine, or a player who simply heads north to see what is heading north thing. It is rare to restart the game while you are still playing it.

![F1.jpg](https://steemitimages.com/DQmU7NuNpQ9GgBjYt77hHiV7pbsFaJxRD2j1c3n9UhPqNgR/F1.jpg)

Our hero link wakes up to the huge rugged vast central plateau. We are trapped here until we have learned ropes and acquired paragliders that will lead us safely to the lower world. But these cliffs can catch a glimpse of the world you are trying to explore, from the cursed castle to the hazy wetlands, the desert where the volcano is rough. In this misty watercolor painting of this fantastic scenery, you can choose the sharp shine and outline of old shaker technology: a tower to fill the map and a shrine to house battle tests and physical puzzles. This is an incredibly promising view and is not misleading. Nintendo's first open world has become one of the best gaming worlds that Azeros and San Andreas have ever created.

The link was sleeping for 100 years and it turned out that Zelda failed to repel the apocalyptic evil called Calamity Ganon. Ganon is included in Hyrule Castle like Zelda, but Link has a second stab wound. If he is calling for help, he has to travel in the four corners of Hynor and recover the enormously large beasts originally made to defeat Ganon. This is a consideration of the meat of a normal zelda game, but we strongly recommend it, but it is completely optional.

![F2.jpg](https://steemitimages.com/DQmU7NuNpQ9GgBjYt77hHiV7pbsFaJxRD2j1c3n9UhPqNgR/F2.jpg)

On your journey let's meet the attractive and familiar tribe of Hailar, the aquatic Zola and the bird's Ritual, the huge Rock Mitchell Golons, and the fierce guild's chief who eliminated all men from the desert city . Here is the pretty, swinging forest sprite of Koroku that first appeared in the workers of the wind and it is indispensable for the breath of wild tapestry. But you will not be led to the hidden motherland by any quest marker. You have to follow rumors and suggestions to find it and to know its importance. This is similar to the trust that Nintendo developers have remarkable confidence in pulling players around the world and the trust they have to freely and curiously explore A good example. In the game of genres that encountered this waypoint, that courage is rare.

You will also learn to dictate the Sheikah tablet you are carrying, a sort of fantastic iPad to call bombs and ice blocks, and command inertial force and magnetic force. You can upgrade it, but its core abilities are all solved by the time you leave that starter area. Gear Gearing - Using the acquisition of new items to manage player progress throughout the game - is one of many 30 year old Zelda traditions that throw away Breath of the Wild. I turn you off to find your own way. Apart from the bombs, we upgrade in a way that is not what you expect, rather than an unexpected way, it branches to a new direction rather than just becoming stronger.

I will learn more about what happened 100 years ago (of course the link is oblivion). If there is a weakness in Wild's brace, that is a story. The spectacular events of the past seem to be far away from the rich world around you, but English voices were not used much. Brass of the Wild is not overly concerned with ordinary people and their stories, and it is not even a tiny vignette and a strong emotional tenor of that game. It has memorable characters and the purpose of Wind Waker's simple and pure story. Sorry, these things are unnecessary.

Undoubtedly, a stronger story line would not have been adapted to the decision that Nintendo would give players so much freedom. No matter where you are in Bethesda's role-playing game you will not get this level of openness. (Elder Scrolls 5: Skyrim is an obvious inspiration.) You can do whatever you want, go to the places you feel and climb almost any side of Link. This is a game that completely eliminates artificial barriers. There are strong monsters as they move away from the center, but there is no recovery to meet the level. You can find the means to match it by just exploring. Breath of the wild also rewards your curiosity with constant and fascinating creativity. Such enormous space should be packed with things to find, observe, and do.

https://www.youtube.com/watch?v=THH0Ni89zTc

Designers are concentrating on defending you in this world. And for the Zelda traditionalists it means the serious and potentially painful casualty called Dungeons. There is nothing you describe here as a classic Zelda dungeon, a huge and evil maze of rock and key, boss fights and puzzles. The play of the game survives at a shrine holding vivid puzzles in the aesthetic room of the portal's rigid laboratory, the boss monster walks around and remains in the world where elaborate battle grenades are waiting. The beast of God is relatively compact, but is probably closest to the dungeon itself. Some shrines are far more time consuming to complete than other shrines, and are introduced by a complex and mysterious quest line.

Supporting the whole game is a very strong and multifaceted linked system that includes weather, stealth, cooking, and a very pleasant and convincing physics simulation. (The item drop from the enemy is also completely physically modeled.) In addition to supplementing your health, cooking that provides a useful buff is not the recipe list you expect. It is a system that can make the same dish from different ingredients with different efficacy. It is not gathering or memorizing learning, but understanding the rules and making improvisations using what you have.

This applies to the whole game. Especially in battle, all the tools and systems of Breath of Wild are satisfied. Battle has so many variables. If you have something, what the enemy has, fire or rock around it, if you need to disassemble all of the metal by a thunderstorm, put it on the wing and make a new on the spot Trying out tactics is better than usual. This can play one minute like Dynasty Warriors, the next is a game you can play like Metal Gear Solid.

https://www.youtube.com/watch?v=ipy6ANrWkNI

Food and buffs can help you a lot if you are not equipped. Overloading is not always a good thing. Breath of Wild's disposable weapon may turn out to be the most controversial aspect of its design. Weapons wear fast and very special can be repaired. You are advised to throw them away when they get worn, as you give a serious hit to a well worn Rob. It starts with stress, but in the end it is a free change reminiscent of Halo's weapon exchange philosophy. Also, there is a great result for a thorough reinterpretation of the Breath of Wild role-playing game convention.

As experienced points are gone, the progress of the link is completely a weapon of armor's clothing and offensive power. Because the discovery of great weapons is double precious for temporary reasons it is not desirable to waste a short life on a weak enemy and it is always a good idea to get one or two less pieces. In this way, you are voluntarily getting your strength. You can feel wisely without a level-balanced effect like SkyRims. (In addition, all the equipment looks really cool, Link costumes collection and upgrading is very difficult.)

This is not a hindrance to consistent reliability, tactile feedback, excellent sandbox game design, fiddle or inflatable preconception, which is performed in arcade brio, Nintendo officially celebrated. In other words, a comprehensive wonder.

https://www.youtube.com/watch?v=dObxLwaleco

If that is not clear, this is a very different legend of the Legend of Zelda. Until quite recently, Nintendo games made games with bubbles. This is not necessarily a bad thing, because the priorities are unique and unique criteria are high, other game makers are not at all interested. Zelda, one of the most widely acclaimed, carefully carved and carefully repeated designs, was a bubble in this bubble. That repeat plot of the green protagonist shows a well-polished smooth play pattern. Get boomerangs, hook shots, bombs, do dungeons and save the girls. It is a ceremonial spell, a myth inscribed like a clock.

All of them are cleaned from the side or are recreated from the first principle. It is difficult to exaggerate a brave with confidence. Producer Eiji Aonuma, Mr. Hidemitsu Fujibayashi and his team reworked their work, and the magnitude of the risk of Nintendo's loved property. Breath of the Wild is not a dramatic advancement from the Zelda tradition in the 30-year history, but in the world of Half-Life 2, Halo, Grand Theft Auto 3, and The Half-Life 2 It is the first such Nintendo game created. A skylim happened. They are inspired by those feat and others, but it does not admire them more than it depends on their own honors. And if we are talking about inspiration, the 1986 adventure has to recognize that it is an uncompromising adventure that will overflow the TV screen from the game screen and have the player search it not. Former Legend of Zelda.

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